Magic is one of the game mechanics elements of the game series Heroes of Might and Magic. In Might & Magic: Heroes VII, magic has its own stats. Using spells on the map and battlefield often changes the outcome of the game, and experienced magicians are not inferior in power to heroes with numerical superiority in the army.
Most of the spells are based on the Magic Abilities from the game Might & Magic: Heroes VI, serving as combat spells. And only some of these spells have different icons.
Spellbook[]
The book of a spells on the left side is divided into the following 7 sections of schools:
- Warcries
- Light Magic spells
- Dark Magic spells
- Earth Magic spells
- Air Magic spells
- Fire Magic spells
- Water Magic spells
- Prime Magic spells
There are also special filters on the right side of the spellbook:
- Filter combat spells are spells and warcries that can only be used in Combat.
- Filter adventure spells are travel spells that are used on the adventure map.
- Filter damage spells are combat spells that are inflicted by their element (if the damage is Magic).
- Filter utility spells are spells and warcries that perform a function other than dealing direct damage.
- Filter scroll spells are spells not only scrolls, but also artifacts that can be used 1 time per battle or once a day, if it is a traveling spell, but without costing mana. Warcries are also a Scroll type.
- Clear all filters - all school spells and warcries without filters.
Using spells and influence of skills[]
In general, a hero is able to cast a spell in combat or while traveling if:
- The hero has a spell available.
- The hero has enough mana to cast a spell.
- Target unit is susceptible to the spell.
The most important factor influencing magic is stats of the hero - “knowledge” - it determines to what level the hero can learn spells. The effectiveness of using each school's spells and battle cries depends on the development of the corresponding skill. The magic school skills themselves simply increase the “knowledge” stat, and each level of the warcries skill only adds new battlecries to the book of magic. However, at each level from the branch of these skills there are skills that strengthen spells and battle cries and give them new properties, and some allow them to be used in an area. Also, at the Novice level, in each skill of the school of magic there is a skill that reduces the cost of using a spell, and at the Expert level, it increases the “Magic” for them. Also, the Stronghold (H7) heroes with the learned skill Might over Magic can resist impact magic.
Magic school system[]
- See also "Heroes VII spells".
There are a total of 66 spells in the game, divided into the 7 schools of magic, not counting battle cries, which do not belong to them. They are named after the natural elements of the world Ashan, each of which is represented by its own Dragon God.
- Light Magic spells
- Dark Magic spells
- Earth Magic spells
- Air Magic spells
- Fire Magic spells
- Water Magic spells
- Prime Magic spells
All spells are divided into 4 main types:
- Supporting [allied units] (“buff”): 18 types.
- Weaken [enemy units] (“debuff”): 13 types.
- Supporting and weakening at the same time: 2 types.
- Direct damage: 16 types.
- Summon: 6 types.
- Weakening and direct damage spells: 2 types.
- Advanced/strategic: 9 types.
There is also a group called Mind Affecting Magic. It does not affect certain units, such as undead and constructs. It includes spells:
Blind became only the effect of the abilities of Light elementals and gold dragons, and Paralyzing Gaze is an ability of medusas.
Level system[]
Like many other games, the Heroes series has a leveling system spells. The higher the level of the spell, the more mana is required to use it and the level of “knowledge” to study it. Any hero can learn first-level spells, except for spells from the school, which is forbidden in the Mage guild faction of the hero, but they can be learned from scrolls or from equipped artifacts). To learn spells of the second level, you need 2 units of “knowledge”, the third - 5, the fourth - 8. Also, at each level of skills of the school of magic there is a skill that makes spells of the corresponding level stronger (see above):
- on the Novice - 1st level combat spells.
- on the Expert - 2nd level spells.
- on the Master - 3rd level spells.
Such skills do not affect 4th level spells.
Number of spells at levels in each school:
- at 1st level - 3 spells (not counting Instant recall, available from the Portal building, and Discover treasure in the Prime Magic).
- at 2nd level - 2 spells.
- at 3rd level - 2 spells.
- at the 4th level - 2 spells (taking into account the add-on Trial by Fire, where one 4th level spell was added in each school).
Ways to obtain spells[]
Town buildings[]
The Mage guild is the main source of a spells for the hero. At the same time, after building the first level of the Guild of each city, the player can always study the spells of the chosen school of a magic, as well as a prefered school for the Guild. The choice will be reflected in the spells that open after developing the Guild: at least one type from the selected schools will become available. At 4th level, you can drop either a spell of the chosen or the chosen school.
In all guilds, when the appropriate level is adjusted, the following become available:
- at 1st level of guild - 5 first level spells.
- at 2nd level of guild - 4 second level spells.
- at 3rd level of guild - 3 third level spells.
- at 4th level of guild - 1 fourth level spell.
In the Academy there is a special Arcane library building, which adds two spells per 1st and 2nd levels and one each at the 3rd and 4th levels of the Mage guild.
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Objects[]
Main article - List of adventure map structures in Heroes VII.
- Arcane Academy - allows you to learn several random spells of any level. The ability to learn depends on the skill level of the school of magic: the Unskilled can learn spells of the 1st level, the Novice - spells of the 2nd level, the Expert - spells of the 3rd level, the Master - 4th level spells.
- Arcane Shrine - the action is similar to the Mage guild.
Artifacts[]
Main article - List of Heroes VII artifacts. In Heroes VII there are the artifacts that allow the hero to cast a spell once per battle or once per day if it is a traveling spell, but without costing mana:
- Amulet of Disguise - Fog shroud spell.
- Bracelet of the Free Mage - Lightning bolt spell.
- Bracelet of the Druid - Regeneration spell.
- Gold Feather - Gold dragon spell.
- Ring of Unrepentant - Teleport spell.
- Elemental Ring - Summon elemental spell.
- Arcane Bracelets - Implosion spell.
- Mask of the Shadowsmith - Shadow image spell.
- Shamanic Mask - Gust of wind spell.
- Robe of Innervation - Inner flame spell.
- Celestial Staff - Celestial shield spell.
- Hallowed Sword - Martyr spell.
- Gauntlets Of The Runelord - Burning determination.
- Druidic Staff - Stone spikes and Sylanna's Bounty spells.
- Magic scroll - any spell. Can be buy in the Inscriber special building from Academy, and can also be found in the creature banks.
- Helmet of the Naga Lord - spell Ice strike.
- Scout's Hat - Ylath`s clairvoyance spell.
- Flower of Dolor - Chain lightning and Tsunami spells.
- Elven Ring - Wasp swarm spell.
Artifact sets[]
- Battle Garb of the Griffin - 4 items: instantly heals and ressurects 1320 target unit and all allied units near the target for 120 health for 3 turns by the Light Magic. Does not affect a undead and constructs.
Heroes[]
- Arcane intuition - the skill helps the hero with a 75% chance of learning a spell cast by an enemy hero in battle.
- Mentor - the skill allows the hero to teach a friendly hero spells that he knows himself.
Magic of units[]
Both story-wise and technically, a number of units and support vehicles in Heroes VII are capable of using magic. Special abilities of some units, so-called. “physical” or “natural”, are similar to the action of magic, but they work somewhat differently and therefore units possessing them cannot be classified as “magicians”:
- the use of their abilities is not controlled;
- act during an attack/immediately after an attack, or at the beginning of the turn;
- often act with some probability;
List of units that use magical skills or impose a magical effect in addition to support units:
- Celestials - Resurrection. Once per battle, resurrects a living creature stack in the amount of 250 hit points.
- Druids and Druid elders - Leaf Daggers. Elder druids also appear to have Thorns. For details, see Druid#Abilities and Druid elder#Abilities.
- Magma elementals - Magma Pond. Capable of creating it in a selected area of 4x4 cells and deals 10 damage with the Fire Magic for each unit in the squad and persists until the end of the next round.
- Rune patriarches - Rune Teleport. They can teleport themselves to the place of the placed runes, but after this the rune disappears.
- Ardent dragons - Trail of Fire. instead of attacking while moving, they can leave a wall of fire that deals 25 damage with the Fire Magic for each unit in the squad.
Immune to Magic[]
Some units have complete or partial immunity, or immunity to any, including positive magic:
- Landsknechts, sword masters and white tigers are spells and abilities of the mind or reduce movement speed and morale.
- Gargoyles, obsidian gargoyles and black dragons are all spells and magic abilities.
- Cabirs, cabir masters, Lava elementals, Magma elementals, Fire giants, Einherjars, red dragons, ardent dragons, Fire elementals, efreets and firebirds are Fire spells and abilities.
- Constructs - spells and abilities of poison, mind and a morale modification.
- Golems, crushers, moon does, shantiri golems, and juggernauts are movement speed reduction spells and abilities.
- Djinns and djinn channelers are Prime spells and abilities.
- Undead are spells and abilities of poison, mind, morale changes and Light positive spells.
- Green dragons, emerald dragons, troglodytes, chthonians and Earth elementals are Earth spells and abilities.
- Striders, soullesses, shadow dragons, black dragons and Darkness elementals are Dark spells and abilities.
- Air elementals are Air spells and abilities.
- Water elementals and mermaids are Water spells and abilities.
- Light elementals and gold dragons are Light spells and abilities.
| Magic schools in Might & Magic: Heroes VII |
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| Air Magic · Dark Magic · Earth Magic · Fire Magic · Light Magic · Prime Magic · Water Magic |